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Gameplay and design by Oxland, Kevin Paperback / softback Book The Fast Free

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Specifiche dell'oggetto

Condizione
Ottime condizioni: Libro che non sembra nuovo ed è già stato letto, ma è in condizioni eccellenti. ...
ISBN
0321204670
EAN
9780321204677
Release Title
Gameplay and design
Artist
Oxland, Kevin
Brand
N/A
Colour
N/A
Book Title
Gameplay and design

Informazioni su questo prodotto

Product Identifiers

Publisher
Addison Wesley
ISBN-10
0321204670
ISBN-13
9780321204677
eBay Product ID (ePID)
30214236

Product Key Features

Number of Pages
368 Pages
Language
English
Publication Name
Gameplay and Design
Publication Year
2004
Subject
Programming / Games, Interactive & Multimedia
Type
Textbook
Subject Area
Computers
Author
Kevin Oxland
Format
Trade Paperback

Dimensions

Item Height
0.8 in
Item Weight
24 Oz
Item Length
9.2 in
Item Width
7.5 in

Additional Product Features

Intended Audience
College Audience
LCCN
2003-069503
Dewey Edition
22
Illustrated
Yes
Dewey Decimal
794.8
Table Of Content
Part I Design DNA 1 Introduction to Game-Play 2 Knowing your Audience 3 Ideas and Themes 4 Player Motivation 5 Feedback and Satisfaction 6 Rules and Boundaries 7 Rewards 8 Level Design 9 Education the Player 10 Stories and Movies within Games 11 Design Pitfalls 12 Punishing the Player 13 Game Designs of the Future 14 Interface 15 Artificial Intelligence Part II Building the Design 16 The Creative Process 17 The Concept Document 18 The Full Design Document 19 Implementation 20 Production ¿ Is it Done when it¿s Done? 21 Tools of the Trade 22 Defining the Designer¿s Role 23 The Finished Product 24 Entering the Games Industry
Synopsis
What exactly is the elusive ingredient that makes a game worth playing? To create a great game you need passion, imagination, talent, a good understanding of game-play and design, experience, a dedicated team, good project management and lots of hard work. Every game developed is individual, but there are certain techniques and fundamentals that can be learnt to understand the creative process of game design, and those fundamentals will be discussed throughout this book. Covering the process of game design, the book builds up a set of techniques used by designers within the industry. It will show and tell, explaining how and why things are done the way they are, and will feature first-hand experiences, examples and case studies from the creators of successful games such as 'Lara Croft/Tomb Raider' and Peter Molyneux's 'Black and White'. Throughout the book an imaginary game "Jumping Jack" will be discussed, taking the reader through the process of developing a design from the initial idea through to the full-blown specification. Demonstration levels and the design documents will be included on the accompanying CD, and these documents can be used as templates for future designs. The book is divided into two parts. The first, Design DNA, discusses the components that make up a game design. The second part, Building the Design, describes the process of creating and formatting design documents. Using case studies and examples, the elements that create fun and absorbing game-play will be revealed. The book covers the range of major consoles such as PS2, Nintendo Gamecube, Xbox, Gameboy Advance and the PC, providing an insight into the different considerations a designer must be aware of for different platforms and producing cross-platform games., Covering the process of video game design, this title builds up a set of techniques used by designers within the industry. It explains how and why things are done the way they are, and features first-hand experiences, examples and case studies from the creators of successful games such as Peter Molyneux's 'Black and White'., What exactly is the elusive ingredient that makes a game worth playing? To create a great game you need passion, imagination, talent, a good understanding of game-play and design, experience, a dedicated team, good project management and lots of hard work. Every game developed is individual, but there are certain techniques and fundamentals that can be learnt to understand the creative process of game design, and those fundamentals will be discussed throughout this book. Covering the process of game design, the book builds up a set of techniques used by designers within the industry. It will show and tell, explaining how and why things are done the way they are, and will feature first-hand experiences, examples and case studies from the creators of successful games such as ¿Lara Croft/Tomb Raider¿ and Peter Molyneux¿s ¿Black and White¿. Throughout the book an imaginary game "Jumping Jack" will be discussed, taking the reader through the process of developing a design from the initial idea through to the full-blown specification. Demonstration levels and the design documents will be included on the accompanying CD, and these documents can be used as templates for future designs. The book is divided into two parts. The first, Design DNA, discusses the components that make up a game design. The second part, Building the Design, describes the process of creating and formatting design documents. Using case studies and examples, the elements that create fun and absorbing game-play will be revealed. The book covers the range of major consoles such as PS2, Nintendo Gamecube, Xbox, Gameboy Advance and the PC, providing an insight into the different considerations a designer must be aware of for different platforms and producing cross-platform games.
LC Classification Number
QA76.76.C672

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